Post mission init-add CAS unit

I am looking to add a CAS unit after mission init. I have an airplane scripted from taxi to take off along with 40 of his buddies on the Nimitz. I created a dynamic taxi,take off,landing, rearm/refuel hanger to deck script for Nimitz controller for AI. Once the plane is done with its "thing" i would like it to be an option for CAS. I have tried the alive_fnc_cas and alive_fnc_casint without success. Furthest I have gotten is I have no idea what things I should put in the passed parameters in order to get this to work. I know I maybe using the wrong functions also. If there is a way to remove a CAS unit that would also be valuable intel. Has anyone worked with CAS functions or added a CAS unit post mission init?

Okay, I believe you'll want to use ALiVE_fnc_CombatSupportAdd and ALiVE_fnc_combatSupportRemove.

You'll want to call ALiVE_fnc_combatSupportAdd with the following parameters:

[_type,_settings] call ALiVE_fnc_CombatSupportAdd;

_type : The type of combat support, can be "CAS","TRANSPORT","ARTILLERY"_settings: Array of settings 0: Position of vehicle 1: Direction of vehicle 2: Classname of vehicle 3: Callsign of vehicle (string) 4: Code to be ran on vehicle spawn 5: Height of vehicle